case GLSL_TYPE_IMAGE:
case GLSL_TYPE_ATOMIC_UINT:
case GLSL_TYPE_INTERFACE:
+ case GLSL_TYPE_FUNCTION:
case GLSL_TYPE_VOID:
case GLSL_TYPE_SUBROUTINE:
case GLSL_TYPE_ERROR:
/* This is a field of a UBO. val is the binding index. */
for (int i = 0; i < MESA_SHADER_STAGES; i++) {
- int stage_index = prog->UniformBlockStageIndex[i][block_index];
+ int stage_index = prog->InterfaceBlockStageIndex[i][block_index];
if (stage_index != -1) {
struct gl_shader *sh = prog->_LinkedShaders[i];